中国人网络游戏元认知量表的心理测量特性及其与网络游戏障碍的关系:横断面研究

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-04-22 DOI:10.2196/45985
Shuhong Lin, Xinxin Chen, Linxiang Tan, Zhenjiang Liao, Yifan Li, Ying Tang, Qiuping Huang, Hongxian Shen
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引用次数: 0

摘要

背景关于网络游戏的元认知已被证明与网络游戏障碍(IGD)相关。了解有关网络游戏的元认知有助于理解 IGD。关于网络游戏的元认知量表(MOGS)是测量成人和青少年关于网络游戏的特定元认知的可靠而有效的工具,而这在中国是缺乏的。目的本研究旨在评估中文版MOGS(C-MOGS)的心理测量学特性及其与中国人群中IGD的关系。结果通过探索性和确认性因素分析,证实三因素结构具有足够的模型拟合度和内部一致性可靠性(Cronbach α≥.799,Guttman 分半系数≥0.754)。C-MOGS 与 IGD(P<.001)、游戏动机(P<.001)、抑郁(P<.001)和焦虑(P<.001)的相关性证明了 C-MOGS 的并发有效性。此外,增量有效性分析表明,在控制性别、年龄、每周游戏时间、游戏动机、抑郁和焦虑的情况下,C-MOGS 预测了 13% 的 IGD 变异。C-MOGS是一个可靠有效的工具,可供心理健康工作者评估中国人群对网络游戏的元认知。
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Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study.
BACKGROUND Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China. OBJECTIVE This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population. METHODS A total of 772 Chinese individuals (age: mean 21.70, SD 8.81 years; age range: 13-57 years; 458/772, 59.3% male) completed a web-based questionnaire survey, including the C-MOGS and a battery of validated scales measuring IGD, gaming motives, depression, and anxiety. RESULTS Through exploratory and confirmatory factor analyses, the 3-factor structure was confirmed to have adequate model fit and internal consistency reliability (Cronbach α≥.799, Guttman split-half coefficients≥0.754). Concurrent validity of the C-MOGS was supported by its correlations with IGD (P<.001), gaming motives (P<.001), depression (P<.001), and anxiety (P<.001). Furthermore, the incremental validity analysis showed that the C-MOGS predicted 13% of the variance in IGD while controlling for gender, age, weekly gaming hours, gaming motives, depression, and anxiety. CONCLUSIONS This study provides evidence that the psychometric properties of the C-MOGS are appropriate and emphasizes its positive association with IGD. The C-MOGS is a reliable and valid instrument for mental health workers to assess metacognitions about online gaming in the Chinese population.
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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